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Transcript of A History of Serious Games
A History of Serious Games A History of Serious Games Roger Smith
Chief Technology OfficerUS Army PEO STRI
http://www.peostri.army.mil/CTO
Roger SmithChief Technology Officer
US Army PEO [email protected]
http://www.peostri.army.mil/CTO
Approved for Public Release. Security and OPSEC Review Completed: No Issues.
I/ITSEC 2009 TutorialDecember 2009, Orlando, FL
Resource vs. PresentationResource vs. Presentation
There is way too much material here to talk through in 90 minutes.
This slide deck is meant to be a shared resource for the community.
You will find it posted at Modelbenders.com
• Select “Technical Papers”
Slideshare.net • Search “History of Games”
2
Computer “Killer Apps”Computer “Killer Apps”
Spreadsheet Word Processor
E-Mail Web Browser
3D Game Engine
Industries Using Serious GamesIndustries Using Serious Games
Military Medicine Emergency Mgt
City Plan Engineering Religion
Space Explore Machinima Politics
OutlineOutline
Ancient Games Board Games Military Games Electronic Games Edutainment Serious Games References via Wikipedia
1970 Serious Games Definition1970 Serious Games Definition
“Reduced to its formal essence, a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. A more conventional definition would say that a game is a context with rules among adversaries trying to win objectives.
“We are concerned with serious games in the sense that these games have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement.”
Abt, C. (1970). Serious Games. New York: The Viking Press.
2005 Serious Games Definition2005 Serious Games Definition
Game: “a physical or mental contest, played according to specific rules, with the goal of amusing or rewarding the participant.”
Video Game: “a mental contest, played with a computer according to certain rules for amusement, recreation, or winning a stake.”
Serious Game: “a mental contest, played with a computer in accordance with specific rules that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives.”
Zyda, M. (September 2005). “From visual simulation to virtual reality to games”. IEEE Computer.
Ancient GamesAncient Games
Ancient Games Board Games Military Games Electronic Games Edutainment Serious Games References via Wikipedia
Dice, 3000BCDice, 3000BC
Fortunetelling with Sheep’s Knuckle Bones came from India to Africa around 40,000BC
But the earliest known dice were from Iran around 3,000BC
Note the idea that the game contains and reveals knowledge that is otherwise hidden from the player. In 3,000BC this knowledge was
extracted from mystic sources – the mists of superstition
In 2,000AD the knowledge is extracted from complexity – the mists of mathematics and logic
Senet, 3000BCSenet, 3000BC
Move 7 pieces around the Senet board Used knucklebones as dice*
Egyptian Ancestor to Checkers or Draughts Religious mysticism. The space you end at
forecast good or bad fortune Entertainment and a mystical window
Royal Game of Ur, 2600BCRoyal Game of Ur, 2600BC
Game is called “Ur” for the city where it was found.
A race competition for 2 players around the board and back to the beginning*
Rosettes give player another turn* The next step is using dice*
* Indicates historical opinion. No direct evidence available.
Backgammon, 2500BCBackgammon, 2500BC
Also found at Ur Perhaps the Las Vegas gaming equivalent of the
ancient world
Combines luck (dice/sticks), skill (choice of move), and power of the gods (rules)
Throwing sticks are early 2-sided dice Also early version of “coin toss”
Liubo, 1500BCLiubo, 1500BC
Chinese game of battle that morphed into a racing game between 1500BC and 1200AD Generals and Pawns Become Fish, Owls, and Stones
As with many others the exact rules have disappeared
Mancala, 1400BCMancala, 1400BC
Began as an accounting tool for trading goods
Evolved into a form of entertainment A means of gambling on
cattle, sheep, and goods
Does being good at Mancala make you better at trading animals and food?
Lessons LearnedLessons Learned
Games have always had a serious purpose Fortune Telling Religious Divination for Weather, Politics, Disease Accounting for crops, animals, and trade Battle Planning Gambling
Game mechanisms began to emerge 5000 years ago Random number generator, playing board, rules, strategies
“Serious” is from the perspective of the society Fortune Telling and Divination in 3000BC are equivalent to
the use of mathematics and science in 2000AD to understand a complex universe and to make intelligent decisions
15
Board GamesBoard Games
Ancient Games Board Wargames Military Games Electronic Games Edutainment Serious Games References via Wikipedia
Wei Hai, 3000BCWei Hai, 3000BC
Name means “encirclement” Abstract board on which players
placed colored stones Details of game have not survived Believed to be similar to Japanese
game of Go
Go, 2300BCGo, 2300BC
Chaturanga, 500BCChaturanga, 500BC
Xiangqi, 200BCXiangqi, 200BC
Influences of Go and Chaturanga Encirclement Unique identity to pieces Strategic movement of pieces
Used for military strategy Korean variant “Janggi”
No central river
Chess, 500ADChess, 500AD
European evolution of Indian Chaturanga “Checkmate” is English form of Persian “Shah Mat”,
which means “dead king”
© Copyright, Michael Maggs
Mansion of Happiness, 1843Mansion of Happiness, 1843 Serious Game of its time … Social Principles and Morals
"WHOEVER possesses PIETY, HONESTY, TEMPERANCE, GRATITUDE, PRUDENCE, TRUTH, CHASTITY, SINCERITY...is entitled to Advance six numbers toward the Mansion of Happiness.
WHOEVER gets into a PASSION must be taken to the water and have a ducking to cool him...
WHOEVER possesses AUDACITY, CRUELTY, IMMODESTY, or INGRATITUDE, must return to his former situation till his turn comes to spin again, and not even think of HAPPINESS, much less partake of it.“
An entertainment of young George Parker
Monopoly, 1936Monopoly, 1936
George Parker founded Parker Brothers in 1883 Invented Banking in 1887 Bought Monopoly rights from
Charles Darrow in 1936 Monopoly games distributed
by the Red Cross to POWs in WWII Board contained 2 files and a
compass Hollow piece contained a map
of the area printed on silk Real German, Italian, and
Austrian money was mixed with the play money
Scrabble, 1938Scrabble, 1938
Alfred Butts created and manufactured the game at home in 1938 Failed to Sell Any
James Brunot bought the rights in 1948 Failed to Sell Any
In 1952 Jack Strauss, President of Macy’s, played the game on vacation and placed a big order for his stores Letter counts unchanged from
1948. Rules simplified.
Family Board Games, 1920+Family Board Games, 1920+
Stratego, 1920, Diplomacy, 1954, Risk, 1959
Wargaming quick and fun
Diplomacy was originally a play-by-mail game Format often used
for strategy games like chess and wargames
© Copyright Hasbro Inc.
Lessons LearnedLessons Learned
The board game form and the rules that govern it evolved over many centuries
Strategies for controlling territory vs. capturing enemy pieces have been at odds for over 2000 years
26
Military GamesMilitary Games
Ancient Games Board Games Military Games Electronic Games Edutainment Serious Games References via Wikipedia
Wargaming in the DirtWargaming in the Dirt
Koenigspiel, 1664Koenigspiel, 1664
Invented by Christopher Weikhmann 1664 Ulm, Germany Checkered Board with 30 Pieces King, Marshall, Colonel, ... Private
War Chess, 1780War Chess, 1780
Invented by Dr. C.L. Helwig 1780 Germany 1666 squares, 120 pieces Squares colored for terrain feature Aggregate units - Infantry, Cavalry, Artillery
Military School Wargame, 1797Military School Wargame, 1797
“Rules for a New Wargame for the Use of Military Schools”
Invented by Georg Venturini in 1797 3600 squares French-Belgian Border
Kriegsspiels, 1811Kriegsspiels, 1811
Invented by Baron von Reisswitz in 1811 Contoured terrain, porcelain soldiers Introduced the “General Idea”
Unique Scenario with Victory Conditions
The American Kriegsspiel, 1879The American Kriegsspiel, 1879
William Livermore and Hugh Brown in 1879
Variable unit icons with strength, type, fatigue, ammunition, and task time indicators
Topographic Maps Pegs-and-Holes firing
board
Naval War College, 1886Naval War College, 1886
Opened in 1884 Develop operational war fighting
concepts through research and wargaming
Wargaming introduced in 1886 by William McCarty-Little Cardboard Ships and Gridded Paper 1895 Studied British Naval Attacks on
New York Harbor
1897 Teddy Roosevelt presented new problem Japanese/American fight for Hawaii
Naval War College, 1900sNaval War College, 1900s
1895
1914 1947
Birth of Miniature Games, 1903Birth of Miniature Games, 1903 “The Naval Wargame”, Scientific American, 1903 by Fred T.
Jane Rules and tools for naval games of war Later author of Jane’s Fighting Ships
Little Wars, 1913 by H.G. Wells Miniature soldiers and cannon Terrain board & rules of operation Championed firing toy cannons rather than calculations for
determining outcome of war
Lanchester Equations, 1912Lanchester Equations, 1912
1912 Differential Equations
Predict combat outcomes based on historical data
Establish a scientific basis for making combat decisions
Create fundamental mathematical equations which capture the reality of combat
Square Law (Direct Fire)
Linear Law (Indirect Fire)
General Law
= -kdAdtdD
= -kdADdtdD
= -kdAtDtdtdD
Political-Military Gaming, 1929Political-Military Gaming, 1929
Invented by Eric von Manstein Explored German invasion of Poland Included players at many levels of
leadership: President of the League of Nations Cabinet Members of Germany and Poland Diplomats from both countries Military Generals
Soviet Kriegsspiel, 1933Soviet Kriegsspiel, 1933
Chess board with 2 rows added to each edge, 128 squares
24 pieces on each side Explicit representation of military forces of
the early 20th century
Japanese Wargaming, 1941Japanese Wargaming, 1941
Fall 1941 Japanese gamed Pearl Harbor Attack Japanese War College in Tokyo Partial success of attack is credited to wargames
May 1943 gamed Battle of Midway Aboard the Yamato, Flagship of the Combined Fleet
Tokyo Naval War College Host for regular “Table-top
maneuvers”
Game Theory, 1943Game Theory, 1943
Pioneered by John von Neumann
The theory of decision making Analyzing consequences of
actions in light of the actions of an opponent
Maximize the desired outcome
A BA 39 30B 24 42
Attack
Def
end
A BA 15 24B 30 12
First Computer Wargames, 1948First Computer Wargames, 1948
“Air Defense Simulation” Hosted on the Univac computer North American air defense Naval anti-aircraft guided missiles
CARMONETTE 1953 Computerized Monte Carlo
Simulation Tank/Anti-Tank (v.I), Infantry (v.II),
Helicopters (v.III), Communications (v.IV)
Operational 1956-1970 Univac I
Army Operations Research Office at Johns Hopkins University
Charles Roberts, 1952Charles Roberts, 1952
Roberts invents board game to “practice war” while awaiting his commission
Introduces primary pieces Grid System Terrain Types Military Units with Ratings Combat Results Table Die Role
Published as “Tactics” in 1954 Sold 2,000 copies from 1954-58
Started Avalon Hill in 1958
Defense & Hobby Crossover, 1974Defense & Hobby Crossover, 1974
“War games are the hobby of the over-educated.”
» Jim Dunnigan, SPI Founder
DOD hires Simulation Publications Inc. (SPI) 1974 Firefight - Platoon leader training 1980 Strategic Analysis Simulation - Global
warfare $40,000 contract to Jim Dunnigan
Janus, 1978Janus, 1978
Derived from McClintic Theater Model from the Army War College
Combat via CRT and random numbers
Great flexibility to visual representation and combat via look-up table
Naval Warfare Gaming System, 1985Naval Warfare Gaming System, 1985
Military Computer Wargaming Evolution
Military Computer Wargaming Evolution
JTC
JSIMS
MTM
GRWSIM
WES
NWISS
RESA
BGTT
MaritimeJSIMS
ADSIM
AWSIM
AWSIM/R
NASM
TWSEAS
MTWS
Maritime+WARSIM
POSTOAK
TACSIM
WIM
NWGS
ENWGS
ENWGS 4.0
CSSTSS 1
CSSTSS 2
WARSIM
JTLS
JESS
CBS
WARSIM
NSAT
NWARS
NESS
NATSIM
SITM/SETM
MTWS 2
JANUS
JCM
JCATS
NWARSNG
AWSIM2 JLCCTC
ModSAF, 1990’sModSAF, 1990’s
Semi-Automated Forces systems are constructive simulations designed to stimulate virtual systems
Operated like a wargame Data stream like a
simulator Human orders augmented
by AI
Lessons LearnedLessons Learned
The sophistication of modeling advances hand-in-hand with available computer technology
The crossover of Entertainment and Serious applications is not new It was part of ancient games. It was part of
gaming in the 1800’s and the 1950’s
49
Electronic GamesElectronic Games
Ancient Games Board Games Military Games Electronic Games Edutainment Serious Games References via Wikipedia
Spacewar!, 1961Spacewar!, 1961
First interactive computer game was invented at MIT
Built on the DEC PDP-1 computer
Used circular CRT
Pong, 1972Pong, 1972
© Copyright Atari
Home Game Consoles, 1972Home Game Consoles, 1972
Magnavox Odyssey, 1972
Atari 2600, 1983Nintendo Entertainment
System, 1984
Super NES, 1991
Sega Genesis, 1989
Sega Saturn, 1994
Sony Playstation, 1995
Nintendo 64, 1996
Sega Dreamcast, 1998
Playstation 2, 2000
Game Cube, 2001
Microsoft X-Box, 2001 X-Box 360, 2005 Playstation 3,
2006
Nintendo Wii, 2006
3D Shooters, 19943D Shooters, 1994
1994 Wolfenstein 3D 1993-1995 Doom, Doom II, III 1996-1997 Quake, Quake II, III, IV 1996 Marine DOOM 1999 Team Fortress
Panzer General, 1996Panzer General, 1996
Board game moved to the computer
Add animation, sound, smoke, and fire – which do not effect the outcome, just the excitement
© Copyright SSI Software
MMORPG, 1997MMORPG, 1997
© Copyright Origin Entertainment
© Copyright Blizzard Entertainment © Copyright Sony Entertainment
Ultima Online
WoW Everquest
Virtual Worlds, 1997Virtual Worlds, 1997
Active Worlds
There.com
The Sims Online
Second Life
58
Game TechnologiesGame Technologies
PhysicalModels
AI
Network Persistence
3DEngine
GUI
Game TechCore
Lessons LearnedLessons Learned
Computer games are one combination of a number of important computer technologies
The “serious use” of games is another combination of these technologies It is motivated by the gaming applications, but
not identical to it
59
EdutainmentEdutainment
Ancient Games Board Games Military Games Electronic Games Edutainment Serious Games References via Wikipedia
Educational Television, 1969Educational Television, 1969
From Sesame Street Started: November 10, 1969 Numbers, Letters, Spelling,
Math, Behavior, Social Issues
To Mythbusters Started: July 2006 Science, Engineering,
Methods of Experimentation
61Up until the late 1960s, the use of television as an educational tool in the US was “unproven” and “a revolutionary concept” (Borgenicht, 1998)
Educational Games, 1986Educational Games, 1986
Jump Start Math Blaster Reader Rabbit
Carmen Sandiego
62
Serious GamesSerious Games
Ancient Games Board Games Military Games Electronic Games Edutainment Serious Games References via Wikipedia
SGI Flight, 1983SGI Flight, 1983 1983 Silicon Graphics demo
program Written by Gary Tarolli Inspired by Blue Angles air show at
Moffett Field Sales tool for SGI computers
Networking added in 1984 Two machines on a serial cable No interactions 7 frames-per-second Demonstrated at SIGGRAPH 1984
1985 Modification of Flight program Added shooting interactions Message packets transmitted at
frame rates 10 player max because of
bandwidth limitations Dead reckoning added later to
reduce network flooding
Harpoon, 1989Harpoon, 1989
Based on miniature game by Larry Bond
Two-sided naval combat during Cold War
Entertainment and Military versions
Spearhead, 1998Spearhead, 1998
MaK teamed with Interactive Magic
Game version of SIMNET and DIS
“DIS-lite” to support network multiplayer
Allows all 4 tank station play Infrared visuals Typical military training levels
Political & Medical GamingPolitical & Medical Gaming
67
Peacemaker Dean for America
Re-Mission
Religious GamingReligious Gaming
68
Left BehindOminous Horizons
Interactive Parables
Americas Army, 2002Americas Army, 2002
AKA: Army Game Project Army recruiting tool created
through partnership between Army Accessions Command, West Point, and Naval Postgraduate School
Potential recruits experience virtual Army training before entering death match combat levels
Built on Unreal Engine 1.5, 2.0, 3.0
Parents: COL Casey Wardynski and Dr. Mike Zyda,
Multiple Spin-off products. Title is valuable Intellectual Property
DARWARS AMBUSH, 2003DARWARS AMBUSH, 2003
DARWARS was a DARPA sponsored project (with JFCOM and USMC PM TRASYS) to create training systems that incorporate games and related learning technologies
AMBUSH! was the game component built on the Operation Flashpoint game
Transferred to PEO-STRI in 2006 for deployment to Army Units Now deployed to 400 sites
DARWARS Tactical Iraqi, 2003DARWARS Tactical Iraqi, 2003
Language training game developed within the DARWARS program
Conceived and created at USC ICT
Spun-off as a commercial company and product
Full Spectrum Warrior, 2004Full Spectrum Warrior, 2004
Joint Army/Entertainment title for the Xbox
Create a game with entertainment-level quality, but with an embedded Army mission
Dual-use Applications Microsoft agreed to support the title
if it could be sold commercially as well
USC ICT and Pandemic Studios Famous for having an Army-mode
secret key which was immediately released on the Internet
• PC, game based, cognitive training tool used for developing skills in how to plan for and conduct successful bi-lateral meetings and/or negotiations in different cultural settings
• Key Learning Objectives – to develop skills in: Negotiation Strategy Cultural Awareness Trust-Building Strategy
Developed jointly by USC ICT, RDECOM STTC, ARL, and ARI
Scheduled for deployment by PEO-STRI
BiLAT, 2006BiLAT, 2006
VBS2/Game After Ambush, 2009VBS2/Game After Ambush, 2009
VBS2 from Bohemia Interactive via LaserShot
$17.7M contract to replace AMBUSH Acquired with out-of-the-box
capabilities, no new development to meet requirements
Scheduled to deliver 70 suites to 53 locations in 2009 Active, Guard, Reserve and Projection
units 3640 computers total
Licensed for use by anyone in the US Army or any Army project
Future of Serious GamesFuture of Serious Games
Promising Seeds Virtual Worlds Military MMOG Cloud Simulation Mini-Game Portal
Dependencies Cyber Security Cloud Assurance 3D Web (no Plugin) Mobile Assurance 75
Serious Games Showcase & ChallengeSerious Games Showcase & Challenge
Using Serious Games to identify innovative game-based solutions to training problems
Challenge is open to student teams, small and large business, and government
2006 2007 2008 2009
2008 SGS&C Winners2008 SGS&C Winners
Government: Geo CommanderStudent: Age of Ecology
Small Business & Overall: Burn Center People’s Choice: Direct Action
The Matrix vs. The HolodeckThe Matrix vs. The Holodeck2500AD2199AD
Lessons LearnedLessons Learned
New technologies – from television to computers – are always suspect when applied to training and education.
What seems obvious to a later generation was not obvious or accepted when the technology first became available.
What is the cause? Cultural Fixation Emotional Resistance Technical Limitations Lack of Vision and Imagination
79
ReferencesReferences
80
Abt, C. (1970). Serious Games. New York: The Viking Press. Beck, J.C. and Wade, M. (2004). Got game: How the gamer generation is reshaping business forever. Boston, MA:
Harvard Business School Press. Bergeron, B. (2006). Developing serious games. Charles River Media. Bushnell, N. (August 1996). Relationships between fun and the computer business. Communications of the ACM, 39(8), 31–37. Chatham, R.E. (July 2007). Games for training. Communications of the ACM, 50(7), 37–43. Federation of American Scientists. (2006a). R&D challenges for games in learning. Washington D.C.: Author. Federation of American Scientists. (2006b). Summit on educational games: Harnessing the power of video games for learning.
Washington D.C. Herz, J. and Macedonia, M. (April 2002). Computer games and the military: Two views. Defense Horizons, 11.
Online at http://www.ndu.edu/inss/DefHor/DH11/DH11.htmKelly, H., et al. (July 2007). How to build serious games. Communications of the ACM, 50(7), 45–49. Kushner, D. (Aug 2002). The wizardry of id. IEEE Spectrum, 39(8), 42–47. Lenoir, T. (2003). Programming theatres of war: Gamemakers as soldiers. In Latham, R. (Ed.)
Bombs and Bandwidth: The emerging relationship between information technology and security . New York: The New Press. Online at http://www.stanford.edu/dept/HPST/TimLenoir/Publications/Lenoir_TheatresOfWar.pdf
Michael, D and Chen, S. (2005). Serious games: Games that educate, train, and inform. New York: Thompson Publishing. Orbanes, P.E. (2004). The Game makers: The Story of Parker Brothers. Boston: Harvard Business School Press. Postigo, H. (2003). From Pong to Planet Quake: Post-industrial transitions from leisure to work.
Information, Communications, and Society, 6(4), 593–607. Prensky, M. (2001). Digital game-based learning. New York: McGraw Hill. Sheff, D. (1999). Game over: Press start to continue. Wilton, CT: Cyber Active Publishing. Smith, R. (January 2006). Technology Disruption in the Simulation Industry. Journal of Defense Modeling and Simulation, 3(1),
Online at http://www.scs.org/pubs/jdms/vol3num1/JDMSvol3no1Smith3-10.pdf Steinkuehler, C. (January 2007). Massively multilayer online video gaming as participation in a discourse. Mind, Culture, and Activity,
13(1), 38–52. Zyda, M. (July 2007). Creating a science of games. Communications of the ACM, 50(7), 27–29. Zyda, M. (September 2005). From visual simulation to virtual reality to games. IEEE Computer, 38(9), 30–34. Zyda, M. (June 2006). Educating the next generation of game developers. IEEE Computer, 39(6), 25–32.
More References in WikipediaMore References in Wikipedia
Complete reference list in Wikipedia (http://en.wikipedia.org/) See: History of Games Add Your Own References